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Joy Machine (2015 - present)

At Joy Machine, our top priority is to produce high-quality, dynamic, customizable games with a fraction of the budget of traditional studios. And we're a company defined by three goals:

  • We make games because we want to entertain. And we believe that games are at their best when they are dynamic, interactive, evolutionary, surprising, and constantly challenge players just enough to help them have a great time. We want to show players a game, and then be amazed at where players take it.
  • We treat our games like a playground. We start with a simple sandbox, toss in a whole bunch of toys, and then make sure that those toys interact in constantly surprising and amazing ways. And, most importantly for us as a team, we do it efficiently, on-time, and always with an eye to the future.
  • At the end of the day, though, Joy Machine makes games for you. Without you, our games have no purpose. You are the heart and soul of everything we do and why we do it. So, we like to make games that can constantly challenge, constantly amaze, and constantly evolve with the way you want to play them.

Currently working on Steel Hunters.


planet3 (2015 - 2017)

Worked as Senior Technical Designer and Lead Experience Developer on the "3D immersive" components of the planet3 package (gameplay mixed with educational curriculum). Worked on a comprehensive renderering feature set (in Unity) and small touches to overhaul our graphical capabilities even on low-end systems. Prepared our client to run in WebGL 1.0 on Chromebooks. Worked extensively with third-party vendors to ensure good practice and quality deliveries, as well as general support as-needed. Managed the entire Unity development team as we worked towards various milestones leading up to a pilot program launch in Nevada, and the steps to follow.


art+craft (2015)

A short-term contract position to help get various aspects of the studio's workflow started. Worked as Senior VFX Artist to help set the tone and feel for effects. Started the team with the use of PopcornFX for visual effects, so I laid the groundwork for its use and integration into the game, as well as good authoring practices as well as the level of detail to expose for editor-side/runtime customization of effects. I also worked in the capacity of a Technical Artist to provide an efficient set of standard shaders to help the team further realize their unique, stylized style while adhering to Physically Based Rendering principles and standards.

Games worked on: Crowfall.


Team Chaos (2013 - 2015)

Started as Senior Designer, then became Creative Director, then became Creative Director & Executive Producer, then did whatever else needed to be done across a multitude of mobile games. Things like: writing, level design, presentations, case studies, pitches, VO artist, VO director, system design, general game design, etc. So, it was a... Variety of roles, really.

Games worked onElements: Broken Lands, Dragon AcademyDragon TrialsEnigmo ExploreCat vs. AliensI Dig It: Journey to the CoreDragon RaidersSPACE COLORSLoot RaidersRooster Teeth vs. ZombiensSUPERCHROMA, and NBA Breakaway


Stardock Entertainment (2007 - 2009)

First post-college professional job! Worked as Gameplay/Engine/Graphics Programmer, and occasional designer across a variety of games. Back in the day when the Win32 API and HLSL was still new-ish. Ah, the old days.

Games worked on: Galactic Civilization 2: Twilight of the Arnor, The Political Machine 2008, Demigod, and early phases of Elemental: War of Magic.